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<h1 style="margin-top:0px">HGE::Texture_Create</h1>
<p>
Creates an empty texture.
</p>
<pre>
HTEXTURE Texture_Create(
  int <i><b>width</b></i>,
  int <i><b>height</b></i>
);
</pre>
<h2>Parameters</h2>
<dl>
<dt><i>width</i>
<dd>Width of the texture to be created.
<dt><i>height</i>
<dd>Height of the texture to be created.
</dl>
<h2>Return value</h2>
<p>
If successful, returns the texture handle.
Otherwise returns 0.
</p>
<h2>Remarks</h2>
<p>
The texture dimensions must be a power of 2. If this condition isn't met, the texture is
automatically padded to the closest power of 2 dimensions, bigger than the requested size.
<br><br>
You could use <a href="hgefunc_texturelock.html">Texture_Lock</a> and <a href="hgefunc_textureunlock.html">Texture_Unlock</a>
functions to fill the empty texture with some data.
<br><br>
When the texture isn't needed longer, you must delete it with
<a href="hgefunc_texturefree.html">Texture_Free</a> function.
</p>
<h2>Requirements</h2>
<p>
<b>Header:</b> hge.h<br>
<b>Import library:</b> hge.lib
</p>
<h2>See also</h2>
<p>
<a href="hgefunc_textureload.html">Texture_Load</a>,
<a href="hgefunc_texturefree.html">Texture_Free</a>,
<a href="hgefunc_texturelock.html">Texture_Lock</a>,
<a href="hgefunc_textureunlock.html">Texture_Unlock</a>
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